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Heroes Community > Heroes 5 - Modders Workshop > Thread: Heroes 5.5 - Eternal Essence - Bugs and Known Issues"
Thread: Heroes 5.5 - Eternal Essence - Bugs and Known Issues" This thread is 14 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 · «PREV / NEXT»
Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted October 13, 2011 08:43 PM
Edited by Quantomas at 20:52, 13 Oct 2011.

3.1i is out. Enjoy Markkur's incredible Power of Dragons and an array of substantial improvements. The Heroes V experience is different now.

3.1i should already resolve some of the issues mentioned. There were bugs in the teleport and hero resupply logic that could have AI heroes stalling.

But now is a good time to focus on the remaining bugs to shake them out. If there are games with 3.1i where the heroes freeze or the castle build up is lacking I will definitely look into it.

---

Current stable build:
3.1i public release (10.5 MB)

Latest beta build:
3.1.15 beta release (12.5 MB)

Project website:
Heroes 5.5 - Eternal Essence

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rpgyay
rpgyay


Known Hero
posted October 19, 2011 03:27 AM
Edited by rpgyay at 03:45, 19 Oct 2011.

When fighting a guardian who had avatar of death ability I noticed it didn't use it also when fighting a hero who had flame wielder ability it wouldn't prioritize casting fireball though I know it had access to the spell.

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joykkari
joykkari

Tavern Dweller
posted October 21, 2011 10:25 AM
Edited by joykkari at 10:29, 21 Oct 2011.

Quote:
Hello,

I just recently reinstalled HoMM 5 ToTE after seeing this mod. Unfortunately, I haven't been able to try it yet. The reason being that when I start the mod using H5_AIadv_31b.exe, I am greeted at the main menu with what looks like a scrambling of textures. Also, there seems to be odd text in areas of the screen. I cannot use the menus, as they are flashing and being scrambled as well. I took a screenshot, but oddly enough the screenshot was perfectly fine; it didn't reflect at all what I was seeing on the screen.

In addition, when I run the game normally through the original .exe, I do not experience this problem.

I am running windows 7, I have bought the game on steam and thus am using the files from my steam file location. GFX is ATI mobility Radeon HD 4870.

EDIT:
I tried running in windowed mode; this solved my problem. However, I would still like to get it working for full-screen mode, if anyone has any insights.

P.S. Looking forward to enjoying the awesome AI!


I have exactly the same problem. I am using version 31i.
Windowed mode has no problems at all.
Full screen has the same problems mentioned above.
Vanilla 3.1 works fine in full screen.

Windows 7 Home 64, i7-980X, ATI 5970

Any ideas? 2xGPU problem?

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mort
mort

Tavern Dweller
posted October 21, 2011 04:21 PM

Ok I think I found a bug where the enemy hero has infinite mana. They start with 30 mana and keep casting phantom forces but their mana doesn't go down at all. I found the bug when playing version 3.1j but when I load the game using the original exe and no mods I also get the same issue, so maybe it's a bug that's always been there or something wrong with my save file. It's very annoying though, makes that hero unbeatable.

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PyroStock
PyroStock


Adventuring Hero
posted October 21, 2011 09:39 PM
Edited by PyroStock at 22:43, 21 Oct 2011.

Quote:
Ok I think I found a bug where the enemy hero has infinite mana. They start with 30 mana and keep casting phantom forces but their mana doesn't go down at all. I found the bug when playing version 3.1j but when I load the game using the original exe and no mods I also get the same issue, so maybe it's a bug that's always been there or something wrong with my save file. It's very annoying though, makes that hero unbeatable.


I fought an enemy AI hero who started with 135mana and despite casting expensive L5 spells she continued to always be at her max mana whenever I looked. After a much closer look it turned out to be the dwarf skill 'Tap Runes' which was giving her 8mana every time she used rune magic (VERY often given she always used a new rune when a new creature came up). There are also skills and items which can reduce spell costs.  

In your case, my first guess is the enemy hero was simply using a wand of PhantomForces... no mana ever necessary.  My second guess would be you were fighting Nur (crying lady) or another hero whose special talent is regenerating mana during battle.  Combine that with the Issus Ring (-50%), Arcane Training (-20%) and/or Erratic Mana (up to -50%) and mana isn't a problem.

Edit:  That aside the bug for wands (tripling in the spell book after retreat/death) and scrolls (only cast at lowest level instead of advanced) still exist, but they were bugs in the original ToE3.1 too.

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted October 22, 2011 04:57 AM
Edited by SKPRIMUS at 05:04, 22 Oct 2011.

@Pyrostock, yep, ever since you replied to my issue on p9 & together with others previously mentioned like stormwind/battle griffin that have been fixed, I realised that a number of fixes that were implemented from TotE 3.0 to TotE 3.1 patch were not yet in H5EE.  I thought Quantomas may eventually get to them in time so no big deal anyway.

Anyway in addition to scrolls:
* ballista with flaming arrows negate all enemy defence instead of half - thus does same damage to any stack regardless of its defence (still present in 3.1j)
* some artifacts show gaining gold amount shown in red at town Marketplace's Artifact Selling (still present in 3.1j but this is very very minor)
* Mask of Equity giving double bonuses (this was in 3.1h, havent tested in 3.1j)

It also seemed torpor occurred less frequently than normal TotE3.1 (haven't tested on 3.1j).

@Quantomas, no big deal to me if some of the 3.1 changes not yet done...I realised that you are also partly patching from 3.0 to 3.1 as well which is pretty amazing.

=============
On another note, I did try 3.1i (AI no bonus to build town buildings) with Island Hoppers v3 and heroic difficulty instead of hard, but without artifact guards so I could see artifacts on map.  My red haven was able to narrowly defeat teal in its town in week 4 day 3 with huge losses since Kythra didn't bust the border guard between us early week 3.

Not withstanding the fact I had flaming arrow bug & was lucky to use haggash's centaurs in first few days, it was interesting when I checked enemy hero with arcane intuition that she had only
- basic destructive with master of ice
- exp sorc/arcane training/erratic mana
- adv attack/tactics
- adv leadership/estates
- adv irresistable magic/empowered spells
The sar-issus robe boosted spellpower to 14...the ice bolt was bad enough, but with exp dest instead of some of the attack/sorcery skills, it would have been argh for me.

Town had built up the forts to double creature production and the AI must have used the hillfort extensively (eg. brisk raider upgrade) but it still had 3 shadow dragons, 6 hydras, 9 raiders not bought and had not even built mage guild level 1!

Anyway, I expect that the AI hero build & town building priorities will eventually need tweaking because previously AI relied on the cheats big time to make up for deficiencies. Unfortunately removing those AI building cheats increased the priority for upgrading the AI in other areas not yet looked at...BUT the AI is getting there with the first slider in place for AI bonuses!
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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mort
mort

Tavern Dweller
posted October 22, 2011 10:29 PM
Edited by mort at 07:31, 23 Oct 2011.

Quote:
Quote:
Ok I think I found a bug where the enemy hero has infinite mana. They start with 30 mana and keep casting phantom forces but their mana doesn't go down at all. I found the bug when playing version 3.1j but when I load the game using the original exe and no mods I also get the same issue, so maybe it's a bug that's always been there or something wrong with my save file. It's very annoying though, makes that hero unbeatable.


I fought an enemy AI hero who started with 135mana and despite casting expensive L5 spells she continued to always be at her max mana whenever I looked. After a much closer look it turned out to be the dwarf skill 'Tap Runes' which was giving her 8mana every time she used rune magic (VERY often given she always used a new rune when a new creature came up). There are also skills and items which can reduce spell costs.  

In your case, my first guess is the enemy hero was simply using a wand of PhantomForces... no mana ever necessary.  My second guess would be you were fighting Nur (crying lady) or another hero whose special talent is regenerating mana during battle.  Combine that with the Issus Ring (-50%), Arcane Training (-20%) and/or Erratic Mana (up to -50%) and mana isn't a problem.

Edit:  That aside the bug for wands (tripling in the spell book after retreat/death) and scrolls (only cast at lowest level instead of advanced) still exist, but they were bugs in the original ToE3.1 too.



Yes it could have been an artifact that was causing it, I hadn't thought of that. The hero was Dougal and his mana didn't go down at all, even directly after casting, so I don't think it was that the mana was regenerating but it could have been that the spell was free for him.

I reloaded the game and managed to avoid fighting him instead. The first time he attacked my hero and I think it may have been because my hero was on a bridge and the AI wanted to cross to retake a town I had taken and decided it was worth fighting my hero to get there. After the reload I moved my hero closer to the AIs other town instead and the AI hero stayed in the town to defend it, it even allowed me to flag the nearby mines without challenging me. I think in this particular situation the AI should have been more aggressive, even the defensive AI could have defended more actively by killing my hero rather than waiting in the town in case I tried to take it. Other than that the AI is performing very well though and is proving to be a challenge.

EDIT: The AI hero did later attack one of my hero's but I was more prepared by that point and managed to win by using lots of frenzy, puppet master and other dark magic. I think if the AI had been a bit better at countering dark magic it would have won.

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rpgyay
rpgyay


Known Hero
posted October 23, 2011 10:15 PM

Regarding the AI staying still for several turns I actually did experience this but this may of been because I loaded a previous saved that I started out playing with another version and loaded with the newest AI version, I know this was probably a bad idea to do this but I wasn't quite sure if this would cause any future problems (which may or may not, I haven't seen any other problems besides one of the AI heroes not moving now).

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PyroStock
PyroStock


Adventuring Hero
posted October 24, 2011 10:12 PM

I've been doing two hotseat multiplayer maps (one with the EE AI and one with the original ToE AI) to compare the differences between them.  AI Heroes occassionally not moving is a problem I have only seen in the original AI so far (and older versions of the EE).  If I did see it in the EE 3.1j AI I wouldn't see EE as the cause.
____________

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falcore55
falcore55

Tavern Dweller
posted October 27, 2011 05:52 PM

Wow, this mod is really cool.

I was wondering : how did you add 2 additional skills to every hero? What files did you change in the data files?

Thanks a lot
____________

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Mort
Mort

Tavern Dweller
posted October 28, 2011 10:14 AM
Edited by Mort at 10:15, 28 Oct 2011.

There are some map script functions that donít seem to be working with the new AI:

Blocking town garrison for the AI doesnít work, the AI still collects the creatures.

If you disable to AI for a particular hero then this works, however sometimes if you give them a large army it disappears.

If you have garrison gates with creatures that canít be removed, the AI still visits these quite a lot I think it may be trying to remove the creatures.

Hero attractors donít seem to be working, not sure about player attractors. I think it is important that they do since how else you can tell the AI what the objective of the map is.

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Jantz
Jantz

Tavern Dweller
posted October 29, 2011 12:48 AM
Edited by Jantz at 04:12, 29 Oct 2011.

 On the subject of Hero flee threshold. After beta 1.1.14 had been released, enemy heroes have indeed kicked the habit to flee way too soon. But there's just one snag. Simetimes it can happen (even though quite seldom) that they can't manage to flee at all.. Map "Island Hoppers". I killed two leading Demon Lords (blue and green) invading my territory. Later i checked if they had any castles to retreat to, and they certainly did. Both demonlords had plenty of artifacts equipped (including even relic ones). So, having acquired all that stuff, defeating the remaining enemies was just a matter of time..

 Here are two replays (just in case).
Marbas
Grawl

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siinn
siinn


Adventuring Hero
posted October 29, 2011 05:05 PM
Edited by siinn at 17:07, 29 Oct 2011.

I've finally managed to find some time in order to play&test the EE AI (thanks to my very little and beautiful daughter who has had a bip sleeping time yesterday)

First of all: BRAVO Q!
I did some test with one of the earliest release back in april 2010 thus I knew AI was better but what I saw yesterday was very impressive!
In fact I played Icy Defender v3 and I lost in the second month against a necromancer who did not show any kind of pity...

Here comes my BUG: the game resolution seems to be broken in Icy Defender map and also in my previous saved games.
My screen is a native 1280x1024 but the game seems to show a 1024x768 instead. In Icy Defender it's not very annoying because it's only a matter of initiative bar or town construction bar that is too big and is being displayed under action button in the bottom right corner. In my previous saved games it's more embarrasing: mini map, icons and buttons are displayed out of their original place. Every button/icon has a bad position. Launching the game with an original .exe solves the problem...

I'm using the 3.1i public release.
I have only one map in Maps folder.
Using or not using mod doesn't make any difference.
I've edited a bunch of .cfg files to force the 1280x1024 but that didn't help me.

I will try to add some printscreen.

Anyway thanks a lot for this wonderfull AI and keep the good work going...

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markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted October 29, 2011 07:48 PM

Quote:
In fact I played Icy Defender v3 and I lost in the second month against a necromancer who did not show any kind of pity...



Yeah, after narrowly defeating two purple dungeon Heroes, I started  to  "head underground in force"... then the Necro from the East showed up...game over


Anyway, about your issue and @ all the recent posts. Hang on to your questions comments etc. Q is in the lab.

Congrats about your daughter, siinn

Btw, There is a new release "J". I don't know if it matters but i never use previous saves when I go with the latest release of the A.I.

@ALL Cheers!

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rpgyay
rpgyay


Known Hero
posted October 30, 2011 12:01 AM

If a guardian hero acquires war machine skills they should start combat with a ballista and first aid tent otherwise they may not get any benefit from having those skills.

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rpgyay
rpgyay


Known Hero
posted October 30, 2011 03:53 PM

Regarding multiplayer simultaneous turns, in the system.log this was the only error message I noticed:

bException: 0, bPWLfix = 0

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted October 30, 2011 04:29 PM
Edited by Quantomas at 23:51, 17 Nov 2011.

Finally, the time has come that we have to leave these waters and have to move on. We have now our own community board at our own website www.eternal-essence.com.

A big thank you to all of you who helped us to develop the AI to the state we have reached now. Be assured that the development continues, until we have a truly outstanding non-cheating AI. The big milestone will be the 3.2 patch for Heroes V ToE.

This thread is continued in our new forum in our dedicated Bugs & Known Issues forum. I hope to see you there! I really appreciate the effort you put into helping with this.

In our new forum we have now plenty of space to organise the tasks and bugs and known issues as we see fit. This also means lots of work, and any help is more than welcome!

@Markkur
Cheers for spreading the word.

@Rpgyay, siinn, Jantz, Mort, falcore55, PyroStock, Proxeeus, Stachnie and all others
Answers are in our new thread. Please feel welcome to join us!

If you encounter problems to log into our new board, please post a short note here. If there are things that you would like us to take over from HC, or features that you miss, please don't hesitate to tell us  
here. We listen and will do our best to customize the forum to the desires of our community.

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Celeste
Celeste

Tavern Dweller
posted December 13, 2011 10:21 PM
Edited by Celeste at 22:25, 13 Dec 2011.

1.AI likes to use the Summon Boat spell and then sail in small necro swamps, in which there is absolutely no treasure and water objects.

2.On water maps AI ​​doesn't explore the island territory,visits sirens and uses the whirlpools, therefore his army is becoming weaker.

3.Combat AI always attacks the bait unit and thereby put at risk its main stack.

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Cybot
Cybot

Tavern Dweller
posted February 29, 2012 09:36 PM

I can't seem to find the download here... could someone help me find it, please?
____________

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rpgyay
rpgyay


Known Hero
posted March 26, 2012 11:19 PM

The latest stable version should be here.

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